Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Ravenfield is developed by one person and is largely influenced by feedback and ideas from its community. Early access allows the community to be closely connected to the development of the game, while also providing the developer with feedback and bug reports so the game can be improved.”

Approximately how long will this game be in Early Access?

“Ravenfield will be in early access for 6-12 months.”

How is the full version planned to differ from the Early Access version?

“The full version of Ravenfield will feature a conquest campaign mode where two teams fight to take control over a world map. On top of fighting battles, the player must also manage their army placement, resource control, and aquire new weapons and vehicles for use on the battlefield.

All game levels (around 8-10 in the final game) are present on the world map, and the player must decide what territories to conquer in order to supply their troops with reinforcements and resources.

Ravenfield will have modding support, including custom levels, vehicles and weapons. One of the main goals of Ravenfield is to provide an accessible yet powerful platform to create custom content!”

What is the current state of the Early Access version?

“4 levels are included in the first early access version, which are all playable in instant action (select your favorite game mode and level, then play!). At the moment, the game has 20+ equipable weapons and items to choose from, and a slew of vehicles to use in battle.”

Will the game be priced differently during and after Early Access?

“The price will not change during early access, nor when the game leaves early access.”

How are you planning on involving the Community in your development process?

“Feedback from the Ravenfield community has always been a backbone of the game's development. Naturally, not all suggestions can be implemented in the game, but community feedback is invaluable for providing a general guideline for Ravenfield's development.

Major content updates are scheduled to be released every 4-6 weeks. Additionally, minor updates may be distributed via a beta branch for those who do not fear slightly more buggy releases.

Modding tools will be rolled out during the game's development, starting with custom level support. These tools will allow those particularly creative community members to experiment with the game themselves, and share their mods with others.”

Buy Ravenfield

February 1

You can now drive/fly/walk around in your favorite vehicle in Ravenfield - Vehicle modding is out! Why not give one of the several available jets a whirl and take out some bandits?

To try out a vehicle mod, simply find one on the Ravenfield Workshop and click subscribe. Now start the game, and choose the vehicle mod you want in the Vehicle Switch menu found in under Instant Action! Some custom maps even come with special vehicles regardless of if you have a vehicle mod installed or not.

Also, the AI now carries the Scalpel weapon with lock on missiles. Don't forget to deploy flares (Default key X) when you get a lock on warning, it could save your life!

Full EA7 Change Log:

Game:

- Added custom vehicle support available in two flavors: - Custom vehicle mods can be downloaded to replace vehicles in all levels - Custom maps can have special vehicle spawners that spawn specific, special vehicles no matter what vehicle mod is loaded

- Added Vehicle Switch menu, accessible from the Instant Action menu- Text above the vehicle switch button will show you what mod is currently loaded- Vehicle switch allows you to load specific vehicle mods, or even combine multiple ones!- By default, the latest downloaded vehicle mod will be automatically loaded into the vehicle switch menu. This behaviour can be toggled in the options menu- Some minor changes to the handling of official vehicles- Added support for new types of vehicles, including ones driven entirely by animation (can be used for walkers, turrets on arms? Drivable snakes?!)- Added support for an in-vehicle repair tool (not available in any vanilla vehicles)- Added missile lock indicator and sound (available in all vanilla aircraft)- Added support for flares and similar countermeasures to remove missile lock (available in all vanilla aircraft)- Added Vehicle Countermeasure (to pop flares) key bind to the options menu- Added support for weapons to fire from multiple muzzles at once- AI can now use lock on weapons such as the Scalpel- Minor changes to how AI drives vehicles and vehicle pathfinding- Tank now has rolling tracks texture animation- Improved sound behaviour, the 3d surround sounds should now always lign up properly with the camera- Added in-world ammo count display that can be used on custom weapons- Fixed occlusion culling issues on Dustbowl

Mod Tools:

- A slew of new scripts and prefabs for creating custom vehicles- Added target locking scripts and Scalpel prefab- Improved the sanity check system to detect potential problems with maps/mods- Streamlined the export system, so you can export your map or mod by just pressing ctrl+e

Hotfix 1:

- Fixed -nocontentmods flag bug- Fixed melee weapons bug where the AI could not use them (This would also cause game crashes for a few people)

Known issue:

In very high speed vehicles such as jets, the sound will sometimes become choppy. I'm working on figuring out why this is and fixing this issue.

If you are interested in creating your own custom vehicles, you should drop by the official Ravenfield discord chat where you can find links to the mod tools, and ask any questions to help you get started! The Ravenfield discord server is here: http://discord.gg/ravenfield

My focus will now shift from modding support to creating more official maps and content for the game. The Conquest mode will require several more maps before it will be functional, so this is what I will be focusing on now.

December 15, 2017

It's time to drop bombs in the new update for Ravenfield, adding this new iron bird:

This update has also significantly improved the handling of ground vehicles, allowing you to more smoothly cruise around the map in your jeep or tank! Other vehicles such as planes and helicopters have also had their handling tweaked, but there's still some work to be done to really nail the feel, so let me know what you think about the changes so far!

Full change log:

- Added Bomb Plane- Added ability to have multiple, switchable weapons in vehicles (switch between them like you switch infantry weapons)- Added additional ground attack rocket weapon to the Attack Plane.- Complete overhaul of car based vehicles (Jeeps, Quads, Tanks)- Added third person camera to vehicles. Toggle it with C by default- Added Raven Control game mode parameter - this makes the Raven team start owning all neutral points- Slightly increased helicopter and attack plane speed- Rebalanced attack plane machine guns, they now deal slightly less damage so dogfights last longer- Added armor rating system to vehicles and weapon projectiles. This allows modders to specify what projectiles can damage what vehicles in a much better way.- Attack planes, Quads and RHIBs can now be damaged by small arms fire.- Added team indicator stripes on Planes and Helicopters- Scalpel and Hydra now has lock on sounds/animations- Plane wings come off when the plane is destroyed- Slight changes to Archipelago island airfield to acommodate the bomber- Added support for modded levels to use custom hand models- Nerfed SLAM-R slightly by reducing its projectile speed and damage.- Added third person weapon model to the player soldier 3d model so shadows look correct- Improved character animations when looking around while seated.- Added vehicle testing level to try out vehicles in a simple way- Added testing game mode that lets you spawn on any capture point.- Added fallback code to prevent game crashes related to physics.- Added a "-noworkshopmods" launch option that disables the loading of workshop mods/maps- Added a "-nocontentmods" launch option that disables the loading of weapon mods- Pressing F9 in the spectator camera mode will now take a super high res screenshot and save it in ravenfield_Data/screenshot.png- A bunch of smaller bug fixes

Hotfix 1:

- Improved Archipelago navmeshes to prevent vehicles (especially tanks) from getting stuck near the island airport- Tweaked AI car/tank driving so to reduce some wobbly, zig-zag driving behaviour- Fixed Tank and Quad names showing up as VEHICLE in the squad order UI- Fixed Tank sliding along the ground when destrotyed

Known bugs:

- The Bomb Plane sometimes causes a physics-related crash. I'm still trying to figure out ways to mitigate this problem.

On top of the changes to official vehicles, this update has also laid the groundwork for vehicle modding which I intend to roll out in the coming weeks. If you want to try custom vehicles out as soon as possible, make sure you keep up with the updates on the Beta branch of the game.

For more information about vehicle modding, you can chat with me and other community members on the official Ravenfield discord server at https://discord.gg/ravenfield

Key Features

The number of combatants is only limited by what your computer can handle!

Damaged soldiers drop team-colored blood splats, indicating where battles have taken place

Development Roadmap

Ravenfield is being developed as an early access game, with major content updates scheduled to be released every 4-6 weeks. Additionally, incremental updates are distributed via a beta branch for those who do not fear slightly more buggy releases.

While some content, such as new weapons, vehicles and maps will be released on a regular basis, other key features will be added roughly in the following order: